Full Name |
Krizz Krozz |
Race |
Male CG Unbreakable Goblin Cleric 2|HP: 28/28|AC: 16|Fort: +5|Reflex: +6|Will: +9|Perception: +7 (Darkvision)|Deity Jaidz|Cloistered Cleric Nightmare Domain|Focus Point 1/1|Heal 4/4|Hero Point 1/1|Speed: 25ft|1st Level Spells 3/3|Exploration: Search |
Strength |
10 |
Dexterity |
14 |
Constitution |
12 |
Intelligence |
10 |
Wisdom |
16 |
Charisma |
16 |
About Krizz Krozz
Male Goblin (Unbreakable) Farmhand Cloistered Cleric
CG Humanoid (goblin)
Size Small
Deity Jaidz
Senses Perception +7 (Darkvision)
Languages Common and Goblin
Speed 25 Feet
Training 3 into Spells (Magic Weapon & Heal Scrolls) Herbalism Lore
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HP: 28 AC: 16
Fort: +5 Will: +9 Reflex: +6
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Melee [one-action] Shortsword +6 1d6 Piercing (Agile, Finesse, Versatile S)
Range [one-action] Hand Crossbow +6 (60 feet), 1d6 piercing
Focus Spell [two-actions] Waking Nightmare 1 Creature 30ft Will Save (Costs 1 Focus Point)
You fill the creature's mind with a terrifying vision out of its nightmares. The target must attempt a Will save.
If the target is unconscious when you Cast this Spell on it, it immediately wakes up before attempting its save, and if it fails its save, it gains the fleeing condition for 1 round in addition to the effects noted below.
Critical Success - The target is unaffected.
Success - The target is frightened 1.
Failure - The target is frightened 2.
Critical Failure - The target is frightened 3.
Spell DC 17
Heal [one-action] Range Touch 1d10 healing [two-actions] Range Touch 30 feet 1d10+8 healing [three-actions] 30 foot burst heal living 1d10 and hurt undead 1d10. 4 Heals per day.
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Skills Acrobatics(U) +2 Arcana(U) +0 Athletics(T) +4 Crafting(U) +0 Deception(U) +3 Diplomacy(T) +7 Intimidation(T) +7 Goblin Lore (T) +4 Farming Lore(T) +4 Herbalism(T) Lore +4 Medicine(T) +7 Nature(T) +7 Occultism(U) +0 Performance(U) +3 Religion(T) +7 Society(U) +0 Stealth(T) +6 Survival(U) +3 Thievery(U) +2
Str10 Dex14 Con12 Int10 Wis16 Cha16
Ancestry Abilities - Unbreakable Goblin and Goblin Lore
Class Feats - Domain Initiate (Nightmare Domain)
Skill Feats - Assurance (Athletics)
Class Features - Anathema, Divine Font (Heal), Doctrine (Cloistered Cleric)
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Equipment
Bulk - 4, 4L
Worn - Backpack, Explorer's Clothes, Silver Religious Symbol,
Weapons - Shortsword and Hand Crossbow (10 Bolts)
Stowed - Healer’s Tools, Adventurer's Pack, 2 Healing Potions (Minor), Sheath
Wealth - 67gp, 8sp, 7cp
Healer’s Tools: This kit of bandages, herbs, and suturing tools is necessary for Medicine checks to Administer First Aid, Treat a Disease, Treat a Poison, or Treat Wounds.
Adventurer's Pack: backpack (containing the other goods), bedroll, two belt pouches, 10 pieces of chalk, flint and steel, 50 feet of rope, 2 weeks’ rations, soap, 5 torches, and a waterskin.
□□ Healing Potions (Minor): The potion restores 1d8 Hit Points.
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Feats and Abilities
Anathema: Create Undead, Lie, Deny a repentant creature an opportunity for redemption, Fail to strike down evil
Edict: Destroy the Spawn of Rovagug, Protect allies, Provide aid to the sick and wounded, Seek and allow redemption
Assurance (Athletics): You can forgo rolling an Athletics check to instead receive a result of 19 (do not apply any other modifiers).
Hobknobber: You are skilled at learning information through conversation. The Gather Information exploration activity takes you half as long as normal (typically reducing the time to 1 hour). If you’re a master in Diplomacy and you Gather Information at the normal speed, when you attempt to do so and roll a critical failure, you get a failure instead. There is still no guarantee that a rumor you learn with Gather Information is accurate.
Healing Hands: Your positive energy is even more vibrant and restorative. When you cast heal, you roll d10s instead of d8s.
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Spells Divine Spellcaster with 5 Cantrips prepared and 3 1st Level Spells prepared each per day
Cantrips Daze, Disrupt Undead, Divine Lance, Forbidding Ward, Stabilize
1st Level Bless, Bless, Disrupting Weapons
Botting Instructions: Krizz will try to stay at a distance and will either cast the cantrips of Daze at the most threatening enemy or will cast Forbidding Ward to help the allies in frontline.